▲ 55 r/AoSLore

Neferata: The Mortal Realms' Most Overhyped Underachiever

Yes, I said it, I don't think Neferata is all that impressive when you really think about it. What does she even do?

Like, seriously, she is Nagash's spymaster, rumoured to have spies in Azyr itself, to the point where it is said she knew about the Stormcast Eternals before the Gates of Azyr even opened. That sounds impressive and cool, until you remember that so did Malerion and the Skaven, which technically puts her on the same level as Thanquol. Do I need to say more?

But hey, let's ignore all that. Knowing that the Stormcast would be unleashed upon the Mortal Realms is genuinely useful information for anyone. But for Neferata, someone we're constantly told is incredibly smart, think about what she could have done with it:

Build a spy network to track Stormcast movements before they arrived.

Control mortal rulers so Sigmar found fewer willing allies.

Lure enemies into Stormcast attacks, letting Sigmar's forces destroy rival armies instead of her own.

So what does she actually do with this information? Absolutely nothing.

She just sits on her throne, chuckling to herself about intelligence she would never use, intelligence gained at the modest price of one of her fit pic.

But surely she's at least making use of those connections beyond receiving Azyr's daily morning news, right?

Sort of. She uses her connections to send personal hit squads of Witch Hunters to eliminate vampires who have personally offended her, all without drawing attention to herself. And why? Because at some party, a fellow vampire didn't compliment Neferata quite enough, so now she waste Order of Azyr resources bought with taxes paid by Sigmarites just to have a Witch Hunter dispatched this "horrible injustice" done to her. Really something to behold.

But, I hear you say, what about her personal accomplishments? The kingdoms she's conquered and the armies she's defeated?

Yeah, about that, who actually cares? I mean really, who here genuinely cares about the Shyish city of Lugo, which Neferata conquered by transforming its king into her vampire thrall? I'm fairly certain until right now, nobody here had ever even heard of that city, let alone knew where it was, beyond it being somewhere in Shyish. And you don't need to know, because it will never be brought up again, consigned to a Schrödinger's cat-style purgatory.

As for the enemies she's defeated,show me the model for the Khorne Daemon Prince Graunos. Oh wait, there isn't one. Which means that Neferata has, so far, only fought enemies with no notable presence in the wider narrative, characters used purely as fodder to demonstrate how brilliant she supposedly is, with every plan going perfectly according to plan, with no complications that might force her to adapt on the fly.

So what does she actually spend most of her time on, to the point she is almost entirely absent from the wider events of the Mortal Realms? Oh, you know, invading Mannfred's territory of Carstinia like it's an episode of Pinky and the Brain.

0 feats.

0 relevance.

7,000 failed Carstinia invasion attempts.

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u/CompetitionTrue7021 — 3 days ago

The Butcher’s Nails is the newest Warhammer show that would feature World Eaters and Iron warriors working together to assault an Imperial-held bastion.

u/CompetitionTrue7021 — 10 days ago

Creative Challenge: What's the most insane spell combo you can create by fusing two spells into one?

I’ve come again to ask you the creative aos community to use your wild ideas to create the most insane spell combinations you can come up with using the Soulbound talent (tldr talents are unique abilities, tricks, or quirks your character can learn), Spell Weave.

Spell Weave is a special talent introduce in Soulbound Champions of Order that allows a caster, from any lore of magic (including deep lore and esoteric lores), to combine two spells into a single, multi-faceted and often dangerously powerful masterwork.

The challenge is simple: create your own spell combinations using the list of spells I'll provide. The list includes two spells from each of the Eight Winds of Magic, and you're free to combine spells from the same Wind or mix different Winds together.

>Celestial Spells

>

>COMET OF CASANDORA

>You pull a comet from the very heavens and smite it down atop your enemies.

>

>SIGMAR'S STORM

>You are struck by a bolt of lightning from the heavens, only to reappear moments later as a second bolt strikes the earth. Choose a point within Long Range. You immediately teleport to that location, completely unharmed. You do not pass through the space between the points and avoid any potential hazards.

>

>Amethyst Spells

>

>ETHEREAL GUIDE

>You summon a ghostly spirit and bind it to your service for a short time. You can issue simple commands to the spirit, such as ‘find us a way out’ or ‘search this room for weapons’. The spirit has no knowledge of people or places, so ordering it to search for a specific person is fruitless.

>However, if you give the creature a description, such as ‘the Aelf with a red hat’ or ‘a building with a tall spire’, it will try to follow your orders as best it can.

>In combat, you can use an Action to direct the spirit to guide yours or an ally’s strikes. The target’s Melee and Accuracy increase one step for their next attack. After the attack, the spirit stops aiding your ally until you use an Action to instruct them to do so.

>

>Bright Spells

>

>GLARE OF VULCATRIX

>Your eyes turn to burning coals as your gaze falls upon an enemy, reducing them to ash

>

>FROM THE ASHES

>You summon a small phoenix made of flame, which guards your soul in the event of your death. If you die while this spell is active, the flames of the phoenix consume your form, leaving only a pile of ash. At the start of your next turn, you return to life, crawling from the ashes.

>

>

>Gold magic

>

>CURSE OF RUST

>You target an enemy’s equipment, causing it to rust and erode at an exponential rate. Any nonmagical weapons they are holding and armour they are wearing rust and decay until the start of your next turn.

>

>TRANSMUTATION

>You target a foe and begin to transform their flesh into glistening metal. On a failure, the creature begins to turn to metal.

>

>Light spells

>AETHERIC NET

>You conjure binding streams of light to hold an enemy in place.

>

>SEEKER OF TRUTH

>Invisible bands of Hyshian energy ensnare the voices of those around you, choking out lies. Every creature in your Zone, including you, cannot speak a deliberate lie for 1 minute. Creatures in the Zone are not compelled to speak, and can exit the Zone to escape the effect.

>

>Grey Spells

>

>PIT OF SHADES

>You open a rift to the infamous Pit of Shades. You send your terrified foes screaming through the portal, plummeting to a shadowy no-place filled with the incessant wailing of ‘those who dwell beyond'.

>

>ILLUSION

>You manipulate the shadows of Ulgu, creating an illusion to mislead and deceive.

>The illusion can be a creature, an object, or some other environmental effect. The illusion can be up to a Zone in size, but can be much smaller if you choose. You can choose if the illusion is static or moves in a predetermined manner, such as a rotating water wheel or the breathing of a sleeping cat. The illusion appears real, including sounds and smell.

>

>Amber Spells

>

>FLOCK OF DOOM

>Reaching to the skies, you call down a swarm of vicious birds, that descends on a target, dealing damage.

>

>WILDFORM

>The amber magic of Ghur swirls from you to envelope a willing creature, changing and transforming their body into that of a beast. Choose an ally, including yourself,

>within Short Range to be transformed. The transformation lasts for 1 hour or until the target has fainted or dies.

>

>Jade Spells

>

>LIFEBLOOM

>You gather motes of life energy about you and push them into the land, bolstering and accelerating plant growth.

>Plant life in your Zone immediately begins to grow and blossom; grass sprouts, fresh seeds take root, and fruits and vegetables swell and ripen. This accelerated growth continues for 1 day, creating months worth of harvest.

>

>PURIFY

>You channel the nurturing aspects of Ghyran to drive impurity from once-wholesome vessels. Touch a target within Close Range. If the target is food or water, you purify it of contaminants, diseases, and poisons. You can Purify up to 20 gallons of water or 100 pounds of food per success. If the target is a living creature, you cure it of diseases and poisons. If the creature is undead or corrupted by Chaos, it suffers damage per success as your touch scalds its impure flesh.

So let your imagination run wild, and share your most creative, devastating, or downright ridiculous spell combinations in the comments below!

u/CompetitionTrue7021 — 10 days ago

In November 1961, more than 150 black cats lined on a Hollywood sidewalk to audition for the starring role in Roger Corman’s horror film The Black Cat.

u/CompetitionTrue7021 — 18 days ago
▲ 48 r/40kmemes+1 crossposts

How the Emperor sounded when he explained to Malcador the route the Great Crusade need take after leaving the Sol System.

u/CompetitionTrue7021 — 18 days ago
▲ 31 r/AoSLore

[Book Excerpt:"Van Horstmann" by Ben Counter a WFB novel] An insightful depiction of the Aethyr's nature, offering a visual representation of how magical energies are woven into spells

Hello, fellow Aether Scholars. If you've ever perused any Age of Sigmar book featuring a wizard as a character, you've no doubt noticed how dull spellcasting can often be portrayed. In some books, such as Soul Wars, characters who are supposedly powerful sorcerers barely cast spells at all, instead relying almost entirely on their weapons. That's a real shame in a setting like the Mortal Realms, where everything is suffused with magic, yet we rarely get to see truly imaginative or spectacular displays of spellcasting.

That's why it was such a breath of fresh air to see how this book portrays the act of casting a spell, something I hope becomes more common throughout Age of Sigmar.

This excerpt is taken from chapter 3 pg.49-52

Context: At this point in the story, Van Horstmann is a newly inducted acolyte of the Collegiate Arcane's Order of Light. Alongside several other acolytes, he has been summoned to assist the Grand Magister in an exorcism ritual. The ritual goes disastrously wrong when the daemon escapes from the victim's body and begins attacking those present.

>There was an ocean beyond human sight. The aethyr. It was one thing to speak of it, but to understand it was another. Quite possibly no man, no high elf even, had ever fully understood what it was. It was not a physical place, yet it could only be spoken of as if it were so because no tongue of man could describe the concepts of the aethyr truly. It was spoken of in metaphor. It was an ocean, with each drop enough to power the working of a mage’s wonders. It was a city teeming with inhabitants, but they were not people or creatures – they were ideas, concepts, emotions, given a real form in the aethyr.

>

>It was a mirror that reflected every mind in the Old World, so that every thought, every fleeting sensation, left its mark on the aethyr like tracks in the snow. It was a single living being so immense and complex that its consciousness encompassed everything a man knew or ever could know. It was nothing at all and existed only as potential to be tapped, a void to be filled by the act of observing it. It was a puzzle box. It was a map to everywhere. It was a book in which was written every possibility that might ever come to pass. It was a mighty mountain range, down from whose peaks the winds of magic blew. It was the opposite of the physical world, a twin composed of energy and thought. It was every dream ever dreamed. It was an infinite and perfect heaven. It was a hell inimical to sane existence.

>

>No man’s concept of the aethyr could be perfect, and so every wizard had his own. It was dangerous to develop such an idea too early, for if the understanding was flawed the interaction with the aethyr might similarly be flawed, and the raw magic could harm or corrupt, or the wizard could find himself prey to the predators that lived there – if the aethyr was an ocean, it had sharks. The training of a wizard therefore involved the laborious study of countless versions of the aethyr, each one laboured at for a mighty wizard’s lifetime, each one inevitably flawed. Gradually he was to develop his own, so that by the time he wore the robes of a magister the vision of the aethyr was fully formed in his mind and through that vision he could draw on the winds of magic. To van Horstmann, the aethyr was a great plain, such as he envisioned might be found in the distant Southlands. This was the image he conjured in his head even as he realised the daemon had seen him and would go for him next.

>

>Upon this plain stood a fortress. It was alone and inviolate. Though the plains were hot and inhospitable, the fortress always stood. It was made of iron, a dull metallic tower rooted deep into the earth. It had enormous doors of studded oak and when van Horstmann willed it – only when he willed it – they would swing open to reveal the cool, dark interior, shielded from the deadly sun. Inside were a million glowing gemstones in every colour. They had been quarried from beneath the plain, refined instances of the aethyr’s power, gusts of the winds of magic frozen and crystallised. Van Horstmann could walk into this fortress. He did this in his mind’s eye as he dragged Rudiger Vort behind a crumbling wall, forcing one half of his mind to focus on the vision as the other commanded his body to do whatever it had to in order to stay alive.

>

>.....

>

>In his mind, van Horstmann studied the gemstones arrayed before him. They hung in the air, and above them soared the circular walls of the tower. The upper floors were distant, and the great majority of the fortress was taken up with this chamber in which each sphere of frozen power was held in position like the stars in the sky. Van Horstmann selected one. This process could not be rushed, no matter how urgent. It was far worse to make the wrong selection than to make a decision too late.

>

>One of the gemstones shone with destruction, but also with hope, a little anger, some fear, and a halo of determination. A dark vein of agony ran through it and normally this would have caused van Horstmann to reject it as flawed. Not now. Now, it was just what he needed. In the real world, van Horstmann glanced down into the pit. He could just see Alric down in the darkness, lying insensible for the moment. The daemon was gathering itself for another bolt of change. Van Horstmann had seconds, at most.

>

>He drew back a hand. Black fire coalesced around it, thrumming deeply enough to shudder the stones under his feet. Lines of fire crazed up his forearm, and he clenched his fist as the pain hit. Pain was a part of magic, just as it was a part of everything else. Van Horstmann welcomed it, focused it, forced it into a point and threw it forward. The bolt of flame arced across the pit like the trail of a dark comet. It slammed into the daemon and it lost its grip, tumbling into the pit. Van Horstmann gasped. Hot and cold were flashing through him, the touch of the aethyr.

>

Note: the Aethyr from WFB and AOS seems very similar between each settings and doesn't seem that it's properties has change very much.

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u/CompetitionTrue7021 — 21 days ago
▲ 2.1k r/theleaguefx+8 crossposts

This traditional Central Asian drink called Kumis is made from fermented horse’s milk and has tangy taste with a light, champagne-like fizziness and a subtle nutty or almond-like finish and is a mildly alcoholic.

u/Anwallen — 24 days ago
▲ 11 r/AoSLore

I have a question regarding realmstones and the Lores of Magic. Can different realmstones be used with different lores, or does each lore require a specific type of realmstone?

Hello, Starbound Archivists. I was wondering what happens if you use Aetherquartz or Chamonite to empower a celestial spell, a grey spell, or other spell types. Does the empowerment actually work, or does it have no effect on those spells?

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u/CompetitionTrue7021 — 1 month ago